#version 330
uniform mat4 objectWorldViewProjection;
layout(location = 5) in vec3 vertex;    // object space

void main(void)
{
    // Apply the default transformation to the vertex
    gl_Position   = objectWorldViewProjection * vec4(vertex,1.);

    // This vertex program handle the light pass than build the shadowmap
    // The frustum is a cube where the light propagate from -z to +z
}

